Principles of gaming give music students a one-up
BVSD orchestra teacher and College of Music alumna Ashley Brandin is bringing the principles of gaming into her classroom.
Imagine if music class were a video game.
Learning scales would earn students points. Mastering a particularly difficult piece would be the equivalent of the big-bad âbossâ theyâd have to defeat to move on to the next level.
And most importantlyâtheyâd be having the time of their lives learning music.
Thatâs the idea that guides 2013 MME grad Ashley Brandin in her music classroom at Platt Middle School in Boulder every day.
âGames are a great environment because they promote experimentation, learning from your mistakes and choosing your own path,â Brandin says.
But the lifelong gamer and music teacher doesnât literally bring gaming into the classroom. âI take structural elements that keep kids motivated or engaged and find ways to incorporate that into my teaching.â
Those elementsâextra tasks or goals outside your everyday playingâare not required. As a video game player and music student, youâre motivated by points, badges, power-ups and other intrinsic motivators to go beyond whatâs being asked of you.
Brandin says thatâs what makes them so fun.
âHaving it be optional is incredibly important, because in games, you always have the choice to not play. No oneâs making you.â
Brandinâs theory is catching on among educators and gamers alike. In January, she presented her research on incorporating the principles of gaming into teaching at Penny Arcade Expo (PAX) South, a huge held in San Antonio that is becoming increasingly academic.
Brandin says while some subjects in school lend themselves easily to the concept, music is a unique case.
âWe have a structure to the way our class unfolds. Usually itâs rehearsal, and thereâs not really a way to change that. And often kids donât want that to change because itâs already different from the rest of their classes.â
Thatâs why Brandin says itâs important for music teachers to modify the structure of their lesson plansânot the content.
âOne of the downfalls about edutainment is that it often asks teachers to change what theyâre teaching. But changing the presentation is where we can be more engaging.â
Brandinâs done that in her orchestral music class by creating a series of achievement-oriented challenges for students to undertake on their own time. âTheyâre divided into four different categories,â she says. âPerfunctory, exhaustive, difficulty and exclusionary.â
Perfunctory
These achievements introduce students and video game players to the rules, reassuring them when theyâre doing the right thing. âAt the beginning of the year, kids can feel like theyâre making a lot of mistakes and get embarrassed,â says Brandin. âBut if you make mistakes in the beginning you have a better chance of success later on.â
Some examples of perfunctory challenges include telling the class a musical pun or bringing in a music-related drawing for Brandin to place on her doorââanything that breaks the ice and creates a connection and a safe environment for them to learn in,â she explains.
Exhaustive
Learning all the major scales or memorizing all of your flashcards are good examples of exhaustive achievements. Brandin says her students will often choose to attempt more challenging exhaustive achievements to push themselves to get to the next level. âYouâre presented with choices and opportunities to demonstrate your competence, which motivates you to keep going.â
Difficulty
Achievements based on difficulty are all about students pushing themselves creatively. Notating songs by ear or playing a scale in two octaves are examples. âI had one sixth grader notate âThe Final Countdown.â He did a great job and he was the one who chose to do this more difficult song,â Brandin says. âAnd there are obvious relevant musical skills embedded in that, but he had a fun time doing it as well.â
Exclusionary
By their very nature, exclusionary exercisesâtrying to be the best at somethingâcan be competitive, so to avoid that, Brandin focuses again on creativity when encouraging these projects. âIn a game, you can receive a badge for playing a game for a long timeâlike 12 uninterrupted hoursâor on a unique dayâlike Labor Day. It's unique, but not necessarily difficult,â she explains.
âI had one girl create a superhero identity for Beethoven. Because he was deaf, he could feel tremors in the earth whenever there was danger. He would fly around on his harpsichord jet pack to vanquish his enemies with his violin tomahawk.
âIt was so cool because she learned about Beethoven, but she and her peers could also relate to this superhero.â
The common thread in all these achievements is self-selection by studentsâand no grades. âThat way, they feel OK about making a mistake and working their way through it,â says Brandin.
During her time as a masterâs student at the College of Music, Brandin says she learned to employ the same experimentation in her research that she encourages in her music class.
âI researched all this stuff about games and education and was so excited about it, and I kept waiting for someone to write about it or give me a manual,â she says. âBut I learned that you canât wait for someone else to do something that excites you. If youâre interested in a specific facet of education, just try it.
âMuch like when youâre playing a game, the worst thing that can happen is that you try something innovative and it fails. But thereâs always another levelâor another period in the dayâfor you to try again.â
Brandin gives her presentation, âYou Have Died of Dysentery: Meaningful Gaming in Education,â next at the in Raleigh, North Carolina, on April 21.